/**************************************************************************/ /* resolve.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "resolve.h" #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" using namespace RendererRD; Resolve::Resolve() { Vector resolve_modes; resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n"); resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n"); resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n"); resolve.shader.initialize(resolve_modes); resolve.shader_version = resolve.shader.version_create(); for (int i = 0; i < RESOLVE_MODE_MAX; i++) { resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i)); } } Resolve::~Resolve() { resolve.shader.version_free(resolve.shader_version); } void Resolve::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); ResolvePushConstant push_constant; push_constant.screen_size[0] = p_screen_size.x; push_constant.screen_size[1] = p_screen_size.y; push_constant.samples = p_samples; // setup our uniforms RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_source_depth })); RD::Uniform u_source_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector({ default_sampler, p_source_normal_roughness })); RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_dest_depth })); RD::Uniform u_dest_normal_roughness(RD::UNIFORM_TYPE_IMAGE, 1, Vector({ p_dest_normal_roughness })); ResolveMode mode = p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI; RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode); ERR_FAIL_COND(shader.is_null()); RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth, u_source_normal_roughness), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth, u_dest_normal_roughness), 1); if (p_source_voxel_gi.is_valid()) { RD::Uniform u_source_voxel_gi(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_source_voxel_gi })); RD::Uniform u_dest_voxel_gi(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_voxel_gi); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_source_voxel_gi), 2); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_voxel_gi), 3); } RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1); RD::get_singleton()->compute_list_end(p_barrier); } void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); ResolvePushConstant push_constant; push_constant.screen_size[0] = p_screen_size.x; push_constant.screen_size[1] = p_screen_size.y; push_constant.samples = p_samples; // setup our uniforms RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_source_depth })); RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_depth); ResolveMode mode = RESOLVE_MODE_DEPTH; RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode); ERR_FAIL_COND(shader.is_null()); RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1); RD::get_singleton()->compute_list_end(p_barrier); }